Crazy Monkeys on Game Design.

November 24, 2013http://www.bonoboblogs.org/imported/weeknotes-nov-2013-01/

November kicked in slowly, getting prepared for a real “nerd winter” – days are getting darker, nights longer. Happy hacking!

At the 16. November I was invited to make a two-hour VJset at Gewölbe in Köln. It was a nice evening with a 3 videobeamer-setup at the club-location. Here is a small take from the live-set.

Lately I was testing and thinking about the Sentinel projection-mapping tool again. The focus of direction goes into open-sourceing the project by the end of the year (if I meet the time-schedule). I want make Sentinel a best-practice calibration tool for projection-mapping, exporting a self-developed “projection-mapping-information-format”. But more on this later. I also decided to integrate the Sentinel stuff with PureData and Gem. Use PureData, it is just a plain great tool!

At Dingfabrik I started to play with PureData / Gem and multiple screens. Having many screens and panel can be much fun, but more on this later…

And this week I started a new tumblr, featuring lomo-shots taken with my Alcatel Fire One FirefoxOS mobile phone. Check it out at NodepondLOMO.

November 11, 2013http://www.bonoboblogs.org/imported/drink-rich-kids-beer/

http://www.bonoboblogs.org/imported/the-evils-of-upfront-payment/

Here are some thoughts I had recently. We are quick to demonize Free to Play, myself included. But what we tend to forget that the “traditional” model of upfront payment has severe issues as well. Those issues have been detrimental to how games have developed and are still detrimental to what games are today.
But before we [...]

November 4, 2013http://www.bonoboblogs.org/imported/modeling-traffic-violation/

This is perhaps a bit old but here is an observation I had recently. I have encountered two games that model car traffic violations in different ways. One is GTA, the other one is Euro Truck Simulator 2.
Most of us are familiar with the way GTA models Traffic Violations – players have a wanted-meter represented by a row [...]

November 3, 2013http://www.bonoboblogs.org/imported/schmutzfink-%e2%80%93-urban-art-installation-fur-m2020-in-koln-mulheim/

Alexander Speckmann and I were invited to make an public art installation. The topic was about changing public places for one week. five art-groups were invited to participate. We made an interactive game, where we used video-beamers and Kinect/MIDI-Controller input, project a game onto the Mülheimer bridge.

http://www.bonoboblogs.org/imported/weeknotes-oct-2013-01/

Inspired by The Good Evil-weeknotes I will try to post some short status-updates every week (or maybe just every two or four weeks, depending of new relevant content in that time). It is just a handy tool, to get the work better out there and connect to the community. I just figured out, that there are always lots of more Nodepond-activity, than reflected here on this blog. So, here we go!

Alexander Speckmann and me were invited as artists at the project “m2020 Köln-Mülheim, Stadtgestaltung von unten” (Facebook-Event) from the 5. – 13. October 2013. Five artists were invited, to modify the public space in Köln-Mülheim for one week with art-installations. We decided to make an interactive game, controllable by Kinect and/or MIDI-controller. The game-screen was the bridge at the “Mülheimer Brücke”, resulting in an “interactive urban screen”. More info here.

Then I had a really good VJing-session at the Kolbhalle at 2. October 2013. Here is a short live video:

Together with Jake Rathburn we made two really good video-recording sessions, where I provides the visuals. Here is a link to the first session, the results of the second session are in preparation and are about to released soon.

Feel free to join the public software-development boards of the software-tools I am currently working on: Public boards of Nodepond.

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Bonoboblogs is an agglomerated blog of people who are into game design or related art. We tend to be clever and open and have fresh views on computing games. We fill the gap between experimental gameplay, game design and theory. More about.